Transcription of Critical Hit Table - Angelfire
1 Critical Hit Table % Roll Result Slashing Weapon Blunt Weapon Piercing Weapon 1-30 Hard hit 2x damage 2x Damage 2x Damage 31-40 Powerful hit 2x damage, chance shield breaks 2x damage, chance shield breaks 2x damage, roll DEX or be knocked down 41-65 Massive hit 3x Damage 3x Damage 3x Damage 66-69 Eviscerating hit 3x damage, chance shield breaks 3x damage, chance shield breaks 3x damage, roll DEX or be knocked down 70 Hand Slashed open, 1 to combat Smashed, 1 to combat Punctured muscle, 1 to combat 71 Hand Lose 1 finger 1d4 fingers broken, hand incapacitated Punctured muscle, 1 to combat 72 Hand Lose 1d4 fingers, hand incapacitated (shield) Broken, hand incapacitated (shield) Muscle pierced, hand incapacitated 73 Foot Slashed open, move Toe crushed, move Punctured muscle, 1/2 move 74 Foot Lose 1d2 toes, move Foot smashed, move Punctured muscle, 1/2 move 75 Leg Slashed open, move Crushed thigh, roll DEX or fall, move Punctured thigh, roll DEX or fall, move (shield)
2 76 Leg Removed at ankle, opponent falls Broken knee, move Punctured thigh, roll DEX or fall, move 77 Leg Removed at knee, opponent fallsBroken hip bone, opponent falls, move (shield) Split knee, fall, move 78 Leg Removed just below hip, opponent falls (shield) Broken shin, opponent falls, move Split knee, fall, move 79 Arm Wrist removed Broken wrist, drop item Pierced wrist, 1 to combat 80 Arm Elbow removed Broken elbow, drop item (shield)Torn shoulder, 1 to combat 81 Arm Arm removed just below shoulder (shield) Broken, shoulder incapacitated, drop item Torn, shoulder incapacitated (shield) 82 Abdominal Ripped open, guts hanging out, roll STR or fall Smashed guts, roll STR or fall Punctured guts, roll STR or fall 83 Abdominal Ripped open, guts hanging out, stunned 1 round Crushed guts, stunned 1 round (shield) Stabbed, death (shield)
3 84 Abdominal Ripped open, death Pulped guts, Death Stabbed, death 85 Chest and neck Lung slashed, 1 to combat Shoulder smashed, 1 to combat (shield) Lung pierced, 1 to combat (shield) 86 Chest and neck Rib broken, stunned 1 round Shoulder crushed, 1 to combat Lung pierced, stunned 1 round (shield) 87 Chest and neck Chest slashed open, death (shield) Rib Broken, stunned 1 round (shield) Lung pierced, stunned 1 round 88 Chest and neck Throat cut, no speech (helm) Rib broken, stunned 1 round Chest pierced, defender incapacitated (shield) 89 Chest and neck Throat cut, no speech Rib cage broken, defender incapacitated (shield) Heart pierced, death (shield) 90 Chest and neck Chest slashed, opponent 2 to combat Chest crushed, opponent 2 to combat Heart pierced, death 91 Chest and neck Throat cut, death (helm) Chest crushed, death (shield) Throat pierced, no speech (helm) 92 Chest and neck Throat cut, death Chest crushed, death Throat pierced, no speech 93 Head Eye removed, stunned 1 round (helm) Skull hit, stunned 1 round, lose 1d4 INT (helm) Throat pierced, death (helm)
4 94 Head Eye removed, stunned 1 round, helm removed Skull hit, stunned 1 round, lose 1d4 INT Throat pierced, death 95 Head Ear removed (helm) Skull hit, stunned 1 round, lose 2d4 INT (helm) Eye removed (helm) 96 Head Ear removed, helm removed Skull hit, stunned 1 round, lose 2d4 INT Eye removed, helm removed 97 Head (1-3) Nose, (4-5) teeth shattered (helm) (1-3) Nose, (4-5)teeth crushed (helm) Skull hit, stunned 1 round, lose 1-4 INT (helm) 98 Head (1-3) Nose, (4-5) teeth shattered (1-3) Nose, (4-5)teeth crushed Skull hit, stunned 1 round, lose 1-4 INT (helm) 99 Head Decapitated, death (helm) Skull crushed, death (helm) Skull pierced, death (helm)
5 00 Head Decapitated, death Skull crushed, death Skull pierced, death Fumble Table % Roll Result Fumble Effect 1-25 Distracted Trip, roll DEX or fall 26-39 Clumsy Fall, roll DEX or drop primary weapon 40-50 Very clumsy Fall and drop primary weapon, roll DEX or be stunned for 1 round 51-53 Useless Fall and become stunned for 1 round 54-57 Dazed Fall, drop primary weapon, and be stunned for 1 round 58-59 Stunned Fall and become stunned for 1d4 rounds 60 Dazed and stunned Fall, drop primary weapon, and be stunned for 1d4 rounds 61 Unconscious Fall, knocked head on floor, knocked out for 1d4 rounds 58-62 Inept Weapon disarmed by opponent and thrown d20 feet in random direction 63-65 Very inept Weapon or appendage breaks or is broken 66-67 Klutz Twist ankle, 1/2 move 68-69 Dangerous klutzTwist knee, 1/4 move 70 Untrained Twist wrist, weapon arm incapacitated, drop weapon 71 Vulnerable Opponent steps on foot, go last next round 72 Knocked silly Helm twists, blind till end of next round.
6 Roll again if no helm 73-74 Poor judgment Wrong move, opponent's next attack is at +4 to hit 75-76 Blocked with hand Knuckles hit, -4 to hit till end of next round 77-79 Embarrassing Armor piece knocked off, strap cut, belt cut, clothes torn, lose 2 armor class till fixed 80 Staggering in pain Opponent's parry hits groin, 1/2 move, -4 to hit for 3 rounds 81 Numbness Opponent's parry hits funny bone in weapon arm, -2 damage for 3 rounds 82 Irritating Dirt blinds one eye, -1 to hit till cleaned 83 Very irritating Dirt blinds two eyes, -3 to hit till cleaned 84-85 Fool Hit self, normal damage 86 Useless fool Hit self, normal damage and stunned for 1 round 87-88 Moron Hit self, double damage 89 Useless moron Hit self, double damage and stunned for 1 round 90 Complete moron Hit self, Critical hit 91-92 Unaware Hit friend, normal damage 93 Very unaware Hit friend, normal damage and friend stunned for 1 round 94-95 Unaware moronHit friend.
7 Double damage 96 Liability Hit friend, double damage and friend stunned for 1 round 97 Big liability Hit friend, Critical hit 98 Bad Roll twice on fumble Table , if this comes up again re-roll 99 Very bad Roll three times on fumble Table , if this comes up again re-roll 00 Disastrous Roll three times on fumble Table , if this comes up again add two more rolls Feel like the game is getting dull? Feel as if combats present no real threat, hmm? Well add some then! Originally the Critical hits and bad misses appeared in the Dragon magazine many years back.
8 Our group has been playing with them from the start and we love them. Both players and DMs agree that it adds life and surprise to the game. After a while we made some new tables with better rules to spice up our combats. We present them to you so you may enjoy critting that demon or cutting down to size that irritating party of do-gooders. Sure some players will whine and complain that the idea of some dirty kobold getting an insta-kill against their 20th level barbarian is silly but is it really? Luck is a factor of combat, these tables just spread it out more.
9 With the good rolls and bad rolls we have come to appreciate crits and fumbles a lot. We could not think of playing without them. How it works: When a player or monster makes an attack roll there is a chance to Critical or fumble. The difference of what is needed to hit and the final modified hit roll is the percent chance to Critical . The difference of what was needed to hit and the final modified miss roll is the percent chance to fumble. If a 1 is rolled an addition +35% is added to the fumble roll. If a 20 is rolled the percent chance is doubled for the Critical .
10 Crossbows: Light crossbows multiply Critical percents by and heavy crossbows double Critical hit percent chances. Damage: The only part of damage that is multiplied is the dice of the weapon and the magic it has. A +2 long sword can do a maximum of (1d8 +2)x3 for 30 points of Critical damage. What got hit?: When determining which appendage, leg, arm, foot, or hand use a d6, (1-3 left, 4-6 right7) Combat Example: Darius the cleric engages in battle with his trusted mace. Darius is confronted by a mighty ogre and rolls his attack, which is a 3.